Forums

Articles

Pages

Everything posted by TheOnlyDoubleF

UE4 ofc. Simple clear and easy. I prepared them a Platform-FPS ish to make level like the training level of call of duty modern warfare where you just move and shoot at targets. Already a loooooot to learn from there and it was pretty cool. Honestly, they did go.

I just spent 3 days giving Level design lessons for the first time in my life... and it was super fun!
I gave them 3 hours of macro theroy about level design and flow. We spent the rest of the time doing their first level creationf from paper to 3D. It was super cool. I'm a exhausted ahah I didn't thought it would be that intense.
In the end they said that it was the best lesson they got this year! So I'm happy

Hey @JamesThomas
Thanks for sharing your portfolio with us.
There are three key things I would say at the moment:
- first, the "case studies" and "game modes" are not clickable so we can't access the content
- When we are not on your landing page / home page, we never see your name or you role. That is an information that should always be at the top of your portfolio.
- you should make the "more details" links more obvious 'cause if I hadn't looked at it twice, I would have said that it was lacking of explaination in your work( which is not the case). So, find something to make this more obvious, make a big colored square with a "CLICK HERE", I don't know, whatever.
- Stay consistant! If you're trying to find a job as a junior, why do I see a "Lead design at whatever" in the about me section? Stay consistency in what you say to people, 'cause that's the kind of things people through a "Ew" at. Or precise it is a personnal student project or community thing, whatever.
- No Resume link? May be you are super junior and you think you have nothing to prepare a CV, but actually, companies will request one so you should try to make one that sells you as a junior level designer and potential good team player.
- Personnally, I would not put a link to my Facebook profil. This has nothing to do with work. Would put a LinkedIn link there.
It's not clear neither if you did also the visuals of your dodge ball levels or not. If not, the work with level artist could be appreciated if you think it could be interested.
Super interesting to see information about playtests!
Still, good job, that's a very good basis to build upon

Very very cool.
This only thing to me that is not suepr clear about the project is if they are student projects or online community or whatever.
The rest of it is super super nice, the descriptions, screenshots, work explanations. Good content. Keep it up and you'll get a job in the industry for sure

Hello @Uruzawa
When we arrive on you site, the overall looks cool but after few clicks and a very quick digging, here are the issues to me:
Visually:
On your home/landing page, I think the color choice of the text boxes are wrong. I had a very bad time trying to read those text. May be these are colors that go well together, but for text, the contrast is not strong enough to make it easy to read.
It took me several minutes to understand the separation between the left column and the right one.
I thought the left column was the titles of the sentences on the left. This is not clear at all. I think would be better to clearly separate this information.
Content:
I don't really understand why you have so many categories. In the "game design" content, you have level design things and management things; in the level design section, you only have only few screenshots that show nothing at all; the "experience" is not clear at not, why not just call it Resume.
On each page, I don't a lot of interesting information on what you did on each project. Still, you wrote long sentences. I would propose going for bullet points but with an exhaustive list of tasks and responsabilities you had and that you want to show off. Sell you achievements and learnings!
In Mars Life, You put this under "Game Design" section, and the first thing you describe is doing Level design and project management. That makes no sense. This is a big issue in how you present things dude. Try to be clearer.
Same for Arcade journey, It's in "Game Design", it's said your role was Level designer (in the left column) and that you too were a game designer (in the center description) that took care of the level design
Plus ofr this project, only screenshots is useless. I need a build to test what you did if I want to or at least a video to see what the game is about.
And last, in level design section, Noctis Labyrinthus. I have no fucking what this is about and you start like that, assuming I should know: "Since we had decided to give players the double jumping ability during the mid-late phase of the game, there are certain points of this level that cannot be reached the rst time the player gets there."
I have no idea what you are talking, I don't have any explication of the game, no video to see the gameplay, how am I supposed to get this?
To me, you really have to rework the way you talk about your work, what you want to sell, what you want to do to know who you want to talk to.

Hello guys,
We are looking for a lot of people design and art here in Ubisoft Annecy, France. Probably the Ubisoft studio with the most amazing view on the mountains you can have from your desk!
There is a lot to be and everything happening here atm is super exciting.
Design
Technical Game designer: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999680981094&amp;is-redirect=true
Economic Game Designer: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999680819719&amp;is-redirect=true
Technical Level Designer : https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999677313149&amp;is-redirect=true
Level Designer: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999676721672&amp;is-redirect=true
Art
Artistic Director: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999681040267&amp;is-redirect=true
Technical Artist: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999681026838&amp;is-redirect=true
Level Artist: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999680337392&amp;is-redirect=true
3D Environment / Nature Artist : https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999677191956&amp;is-redirect=true
Senior Level Artist: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999676721483&amp;is-redirect=true
Lead 3D Environment Artist: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=743999676720681&amp;is-redirect=true
Don't hesitate to ping me if you find something interesting and I'll see if I can help.

Hey guys, it's been a while since I posted here (in May or so ?). I've been following a bit the activities on the forum. So many cool maps created!
I wanted to give some news of what happened those last few months.
Still at Ubisoft Annecy but I got a permanent contract now I've been assigned many technical tasks, working on improving pipepline through tools. This shit is super exciting! Super good feedback for management, tasks are fun and atmosphere is very friendly (btw we're still looking for level designers and level artists here )
For the french speakers, I've launched a podcast called Meet The Dev in which I interview people working in the game industry (if french speakers are interested to participate, contact me!)
I'm also writing a book! It is a book about how to get a job in the industry where I talk about speciliazed schools, Cv, portfolio but also professionnal attitude, application, networking etc. I try to cover everything to create the master "guide" (i don't like to say guide). I hope it will be interesting for people willing to get into the industry. I've been willing to do that for a long time and i'm very happy I finally started to do it. It's a big retropecctive on what have happen in my life for the past years ^^ I've been reading many books about personal developement lately and as i'm starting to work with schools, I thought it would be a super good tool to make a universal book about game industry's "secrets' and hidden truths about recruitment. there are big parts of "Open your eyes!" for newbies.
Yeah I said it, I'm getting in touch with game schools in France to make some lessons. Normally I'll be starting that beginning of next year ! I'm super happy about that too! It's mainly a personal goal but i'll may be under the ubisoft flags for few lessons.
Oh and those personal development books... man it has changed my life. Honestly, reading those has been a big change of perspective on how to achieve objective. The best two i've read are "The 7 habits of highly efficient people" and "the Magic of seeing big". It has put me in an amazingly good mood and I'm doing averything to keep on with like that. I can only recommend to read them!
And last but not least, I've been training to get into the real estate investment. I'm planning to buy my first appartment next year to rent it. I'll do good quality flats don't worry. I'm not a fucker that rent shit.
Wow, didn't expect to write that much ahah

I didn't read everything in detail, but the first of it is : It's very good.
i like the classic front page presentation (i have the same), It's responsive, it's simple, it's efficient. The sections about your projects are super cool.
Good job, keep it that way.
Would you mind if I use it during my lessons to students?

I agree with the good and simple visual point from the people above.
Yet, what I don't like is the fact that I don't have any information about your design process, no overview of the map and most of all no video showing how the level is played, how is the navigation etc.

Hey guys,
This is the period of awards. What about MapCore Awards to reward our favorite community members, topics of the year, that kind of stuff to celebrate this awesome community?
Like:
- Funniest member
- Best support member
- Best map of the year
- MapCore's Game of the year
- Best new member
- Introducing MapCore's Hall of Fame
etc
Cheers

Three things:
1 - How the hell are they going to do a game with 50k ?
2 - Ew the camera and the jerky navigation
3 - STOP USING FLASHY REFLECTIONS IN UE4 (still look better than the last Tony Hawk btw).

I'm seeing this a bit late but your portfolio is actually pretty cool. The Thumbnails switching to video is, in fact, awesome and makes it easier to go quickly through your content @Yokogeri
The pages are very well documented. I think it's one of the best documented portfolio I've seen and it's very pleasant!
Indeed, like FMPONE said, the overall might be a bit too dark. I would good for a softer background to make the pages a bit clearer.
But great work!

Hello @Flower_Shop_Guy
Thanks for sharing your portfolio with the Core!
I would have one key important feedback to give: When I click on your link, the page opens, and there, I'm directly onto a project and I have absolutely no idea who you are. No name, no role.
I went through all your projects and I still don't know if you are a level designer or an environment artist... Making it clear, whatever the page I'm reading would be a good addition I think.
On another topic, I might miss some information on what we did on the project, design intention. On top of that, I personnaly like when there is a video to see the actual gameplay in the map. Because let's be honestly, no recruiter will download and play your maps and screenshots are not enough to show the potential of your layout. A top view of the map showing paths and opportunities is also a good design sign.

It has been announces today that Intel, official partner of the Olympics commitee will organize an esport event called the Intel Extreme Masters of PeyongChang organized by ESL. It has been officially said that it will be a prelude to the OG 2018 in PyeongChang.
Timo Lumme, Tv services & marketing director of the Olympic commitee said that "After the olympic summit last week, the commitee is starting to explore futur links between electronic sports and the olympic spirit. This is a first step that will transform the futur of sports, and we can't wait to attend to this event."
I am happy to say that it has also been announced that there will be two games at this event: Starcraft 2, that brought South Corean at the top of esport countries; and the project we worked on at Ubisoft Annecy during the past few months, Steep: Road to the Olympics at it's a licensed for for these Olympics Events.
So seriously guys, don't be grumpy. It is a first step toward what we want. We know it will take time. It doesn't matter that they don't want violent game. That will whange. Let them welcome games into the Olympics whether it be Steep, Clash Royale or whatever. It's already a big deal. It means massive audience for games. We will bring competitive action games to those events but it will take time. For now, they probably still want to figure how to bring games for everyone and, by everyone I mean adults and their children and you know that games are still a problem for lots of people. Again, it's will be slow but let's be happy of these first steps.